(problems corrected, somehow figured out thinking about it during the day, and you confirmed it, thank you ! Before, I was using a "else" condition for every sub event, but it did not work. Now everything is fine !)
For "latency" I was referencing to the very small window of time on which you see frame 0 of any loot spawned, you know, like every time it spawns, you see it being a green shield for like 1 frame, and then it transforms into the actual loot. Anyway around this ? It didn't happen before, it might be because there are too many events ?
Speaking of events, do you think there would be anyway to reduce the number of events ?
In my actual game, there is gonna be much more than 3 equipment slots, like maybe 8-10. This is gonna create a sh**ton of events, and I don't think I can use families to generalize events, since Every single equipment slot is unique.
(EDIT : If I swap the logic between rarity and loot type, the frames representing loot will be "grouped" by type and not by rarity, allowing to make checks when dragging just by saying "if loot frame is between X and Y, equip it" coupled with "if loot frame if inferior to X, don't equip" and "if loot frame is over Y, don't equip". Should save dozens of events !)
Thank you for your reply, kind sir.